So for everyone outside of Salt Lake City that doesn't know, we have been pounded with snow this winter. A lot of us have been snowed in multiple times this winter, and I imagine this problem is not just localized. There is one good thing about being snowed in, though. and that is you have plenty of time to work form home. Between motherly duties, and household chores, that is. And my oh my, there is plenty of work to be done. I certainly hope all of you who read this drive safely in this awful weather, and are wise about your travel. Just a little PSA from Tall Ship Studio...
Hey everyone, Its Young. Despite kick starter being under way, school has started up for most of us. But that doesn't mean we're slowing down any. But it does mean me having to keep some cool secret drawings from you viewers about the game until it actually starts.
Not to mention the horrendous weather we've been having in Utah, half of us were snowed in! But like everyone else a hundred miles north of the equator, we'll take out our shovels and little window scrapy-thingys and wake up early to the scent of chill and the sound of chattering teeth and live on tomorrow!
The image is related to how much i'm looking forward to that.
Trite and Overused the Saying may be, a lot of the time Less really is More; especially when dealing with Mobile platforms... where each and every resource is a precious commodity.
Some times more is good, more cake, more Challenge, and more fun; this is when more is good. However there are plenty of mores that are not as good; for example: More Lag, More Battery-Drain, or more Advertisements. Let me elaborate a bit: Imaging your average forum or Game Mod page. If it is a free site, it is probably loaded with ads; the sidebars are probably cluttered with Links and images... now imagine trying to navigate or use the site normally on a small phone screen… not a good time; Now think about the average Mobile Website. Simple, Clean, easy to use, and DESIGNED for a mobile device… this is a great experience.
Today, according to Recent Pew Stats, Over 85% of American’s have a Cell phone and just over half of all American’s have a smartphone of some flavor… that is a metric Butt-Ton of mobile devices doing everyday tasks… Like Browsing New sites, Shopping and Comparing Retailers, Checking Email, and Playing Games… lots and Lots of Games.
Interestingly, last February(2012) the percentage of Feature phones(Dumb phones) and that of Smartphone were both be about 50%, with Smartphones continuing to replace the Old School Flip-style Feature Phone.
We as a Culture, worldwide, are going mobile. In august We saw the number of people who own a Laptop surpass Desktop Owners; With the Advent of Slate-type Mobile Computers(Not Tablets, I am talking about computers similar to laptops, but who’s primary interface is a single large touchscreen) this Trend of Mobility is only expected to Continue. This last year we have seen all of the Major Computer Manufacturers and Software developers Invest Billions into Mobile Computing. It is my opinion that there will soon come a day when Desktops won’t exist anymore, at least not in their current form anyway. So Going Mobile and Lighter is quickly becoming a Necessity; for developers and Consumers alike.
So we are collectively going to have to clean up our Design Acts. To be fair, this whole concept started as a byproduct of the Bauhaus and so called Swiss Design styles, that has now Evolved into “Modern” Design and styling… this IKEA, and you are pretty close. While I don’t Normally Drink the Apple Kool-Aid, one thing they do very well is designing simple User Interfaces that even Toddlers can use… this is a great example of Intuitive Design and Less being more.
Here are a few ways we can help simplify our stuff for mobile:
1). Drill-down Rather than Present the user with all the info at once, start with showing the top level stuff first, then let the user drill deeper into the areas they want to know about… a good example of this is the Weather Channel’s (weather.com) mobile apps, they show only the days of the forecast, then the user can pick the day and drill down to hourly forecasts.
2). Intuitive. Don’t make the user do unnatural acts. Meaning: in your User interface, or video game, don’t make the user suddenly have to shake the controller when they have only ever user the buttons and stick in the standard way up till now… which really means that you should have a consistent and understandable method for all of your controls, so that the user can guess which button/action does what without having to be explicitly told.
3).Clean-up After Yourself. Whether when the app is running or being uninstalled, clear up all the stuff you used… like the old Camping motto for computing “Leave-no-Trace development” if you make a file or a number of objects in memory make sure you clean them up; Unsubscribe to events you are using; and always, always, always clear out temp files, caches and transact data… I cannot stand an app that leaves little bits behind after it is gone.
3.5). be respectful. You should always keep in mind that you are SHARING the mobile platform, and there me be dozens of other apps running on it at the same time… if even a few of the apps are pigs, the whole system suffers… and users get upset, uninstall, and leave negative feedback… then no one wins. This goes hand-in-hand with #3.
This is by no means a comprehensive list, and these are just a few of the many, many “Should” and “Don’ts” for mobile development. If there is interest, I may post a more in-depth “best practices” discussion so; let me know in the comments below.
While I have been focusing mostly on mobile computing and Smartphones a majority of my comments apply equally to other areas of Design… Basically I am Focusing on the things that are closest to my everyday tasks.
All this being said, there are plenty of times when less is LESS; For instance, Anytime you make the user work harder, or make them repeat the same task multiple times (especially when you could have handled it once and remove the pain/annoyance for the user.) really there are far too many examples than I could ever name, so I will leave this discussion here, for now, and I will Continue you it next week, With my next post “When less is LESS”. Let me know in the comments below if there are particular examples you would like to share.
What a simple idea you seem like, and how very wrong that is. Crowdfunding is a great option for alot of startup companies like us...the only problem with it is that it takes the perfect balance of marketing, research, concepting, and a whole lot of getting your "feelers" out there to try and spread the word. After all, no one will fund you if they don't know you're there. We here at TSS have been wrestling these very issues as we gear up to put our project up for funding on Kickstarter, one of the most popular crowdfunding websites. Divine Reign will need alot to go into it to make it a successful game, that we know. So let's see...dedication,check...(thankfully we all love what we are doing, even if it means some long nights)...know-how,check...(even if that means learning on the spot)...and drive, check ( the ultimate goal of all of our hard work would be to sell this game, and to see people enjoying it) We loves games at TSS, in fact, we love them for their very essence, fun. We want Divine Reign to harken back to the old days of gaming, when kids would do anything for just 5 more minutes. Some days when all of the work piles up on us here at the studio, we have to remind ourselves of that feeling when you can't wait for the first load screen to finish when you put in a new game. I'm rambling, but hey, I'm sentimental.
There are some things that a person will remember and recall immediately; Sound and smell are among the most potent memory makers. Imagine the smell of say, grandma's cookies or your favorite holiday dinner, these can ideas can trigger whole sets of memories, emotions, smells, and images... maybe transport you back to a beloved holiday gathering from your childhood. Unfortunately technology has yet to provide us with Smell-o-vision, olfactory-enhanced gaming systems, or mobile devices... so smell doesn't help us to engage users.
In addition to smell, sound is also largely tied to the actions of memory. Sometime ago, there was a list of the top sounds released and for instance, if you hear this sound almost all of us would recognize it immediately. This is because this particular company has done a very good job of marketing; so, we respond in an almost Pavlovian manner. In my opinion, this is both a good and bad thing… Good because they engaged users and created a memorable interaction; bad because they have, again in my opinion, treated the users as nothing more than dumb animals to be treated with the carrot or the stick.
How many of us remember the Sound of Mario Dying, or this sound from sonic; you probably recall days of your childhood or playing on a classic console. These are the kind of memories I want people to remember from our games.
Besides those listed above, what are the sounds you recognize and remember most, let us know with a comment below.
Tall Ship Team
We bring you new, fun and innovative ways to play.